Items

Identification Card

This things get you from A to B, as long as you have access to A, B and everything in between. Every worker of Space Station 13 gains an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station's autonomous systems, which is used both to identify the wielder and open up airlocks the worker have access to. For example, the Quartermaster has access to the Cargo Bay and Quartermaster's Office, while assistants, for example, do not. Keep this in mind when you see a person in medical uniform with the Head of Security's ID card.

If you hold an ID in your hand and use an airlock with it, this ID is used to determine if it opens instead of the ID in your ID slot. Also, IDs will grant you access to Computers, but remember to remove it from the computer once you have logged out.

A person with the rights to access an Identification Computer can edit your ID to add or remove those rights, it should only be modified by the Captain or Head of Personnel. Special circumstances may change this. When your face is covered your ID is the only way of identifying you.

An ID is a tiny object and thus can be stored in a box. It can also be stored in your PDA, and your PDA can even be stored in your uniform's ID slot.

This object is the only object in the game were the verb 'Read' comes into play (Verify).
When it's been read it displays the following:
*"[NAMES]'s ID Card [TITLE]: The current assignment on the card is [TITLE]."

Hand Labeler

Hand labeler

Found in: Primary Tool Storage, Cargo Bay, MedbayUsed for: Sticking labels on things.Strategy: Used to stick a label onto something's name. Click to and type in the label name. Pick up the label that's made. Click it to remove backing. Stick it to something.

Box

You can store up to 7 tiny objects in any given box, as long as the item is "tiny". For example a Pen, a breath mask, an emergency oxygen tank or an ID Card, would all be considered tiny and fit in a box. Something like a gas mask), would not fit in a box.

On arriving the to the ship, each individual will have been provided with a box with an emergency oxygen tank and mask. Despite the generous effort and work we put into distributing these boxes, slacking employees tend do dispose of them early on, and those who don't, often use them to hide things.

Throughout the station, there are several varieties of boxes. The plain box is what most employees are used to, however NanoTrasen also labels boxes to hold different types of implants, spare ID cards, and even Donk Pockets!

Additionally, boxes can be unfolded into cardboard sheets, which can be used to make stuff.... that is made of cardboard! So now you can be the cardborg that you always were! Beep Boop!

Secure Briefcase

A lockable briefcase is in the Heads of Staff office at the start of each round. It can set to lock with a 5 digit code, however it is not overly secure, as it can be hacked open given half a minute, or forced open with certain kinds of syndicate gear.

Racks

Used for equipment storage in the station. Not used for torturing suspected traitors. Racks can be made with a single sheet of metal. They are flat and wide, incapable of being walked over, and is bolted together. It can hold any number of items, but it holds them stacked on top of each other like a table. They are most common in maintenance tunnels and EVA.

Station Bounced Radio

Station Bounced Radio

Found in: Cargo Bay, Tool Storage, EVA, Bridge, any autolatheUsed for: Communicating with the station.Strategy: Keep one with you in case headset communications fail.

Description

A simple to use radio: click it, set the station, and turn on the microphone to talk. It will pick up any sounds from surrounding areas.

The station bounced radio will function similarly to a standard earpiece radio if you put it in your pocket or in your hand; thus you can use the "say ;radio message" function as normal without turning on the microphone to broadcast. This is the only portable radio that will correctly function across in electrical storms, or when the Telecommunications satellite is damage.

There are two kinds of light bulbs. The first kind is a small bulb which are mostly used in maintenance tunnels, smaller areas where not as much lighting is needed, and on the Mining Asteroid. The second kind is the light tube, which can be found everywhere on the station from the hallways all the way to the Bridge. Both kinds of light bulbs can be made with an Autolathe, Protolathe, and can be ordered in boxes from the QM. They also spawn in a few places at the start of the round, like Emergency Storage.

Storage

Crates

Crates are a container for items. Especially large items, such as corpses, lockers, and certain robots or equipment cannot fit inside. Just because an item comes packed in a crate when the Quartermaster receives it doesn't mean it will go back inside once the crate is opened, either!

Give Onto the QM his Dues

Crates are worth 5 supply points to a Quartermaster, which can be used to get more supplies for the station's whole benefit.

Of Locks and Access

Just like the rest of the station, even crates have variable levels of access. The Quartermaster can't unlock anything that is locked by default, for various reasons. The primary one being it would be pointless to make since all crates go through the Quartermasters anyway. Security crates can be opened by security personnel and those with higher access, and et cetera. An emag can get into locked crates, however.

Closets

Also knows as Wardrobes or Lockers, Closets are among the most common and arguably the most useful of containers on the station. Nearly anything can fit inside, barring other closets, crates, and certain especially large objects like racks and Mulebots. Coffins in the Chapel also count as lockers.

Of Locks and Access

Besides being welded shut, some closets can be locked with the appropriate ID. Several levels of access exist, such as security, captain, and private-level access. These can be opened with the proper level identification card, emag item, or a few good laser blasts.

If you yourself are inside a locker you can see your surroundings. Normally you can move in any direction to exit the locker, but if the locker is locked or welded you will be unable to exit, and you cannot unweld or unlock your cell from inside. At that point if you try to move around you will instead throw yourself against the sides of the locker, making aBANG BANG sound that can be heard